Gamification - The future for Healthcare & Wellness Management


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Manish Nachnani has over a decade of experience in the field of global Healthcare IT consulting. He has diverse experience ranging from providing consulting for healthcare cloud strategy, HIS/EMR implementation and development, smart apps and social media. He also understands healthcare issues at grassroots level and focuses on addressing these issues using technology.

Manish focuses on leveraging technology to simplify healthcare and empower patients and doctors. He works extensively on smart mobile apps which cover a broad array from chronic disease management application, healthcare games to diagnostic & lifestyle apps.

Manish works on ideating and conceptualizing healthcare IT consumer products and is product owner for various innovative products. He tries to integrate social media & human behavior to create healthcare apps that can influence human behavior.

Manish has proven expertise and is a thought leader in the field of Social Media and Health IT convergence. He has written multiple whitepapers, articles and is a speaker of choice at key global conferences on topics of using social media in healthcare and creating social healthcare brands.

Manish works extensively on evaluating healthcare IT startups, identifying business opportunities , his key focus is to build a foundation for creating a social healthcare system in India and globally.

Awards and recognition
B.E Computers (Mumbai University)
FAHM (American Health Insurance Plans)
PGDIM-Health Insurance (Symbiosis)
CBAP from IIBA Canada
Innovator awards at Infosys – Healthcare Unit

Copyright- manish Nachnani

Published in: Health & Medicine, Business

Gamification - The future for Healthcare & Wellness Management

  1. 1. Gamification and Healthcare. Manish S NachnaniManish Nachnani 1
  2. 2. State of the Nation Youngest Nation Healthy / Unhealthy nation – Make a choice now ? Diabetes destination of world Rapid urbanization leading to lifestyle related diseases Pillars of the nation – Workforce , Students Focus on recovering illness – not promoting “Wellness”We are treading a path marked by developed nations , andwill reach a state where they are in a decade , withirreparable damage . So its time to start now. Our lifestyle could be a DISEASE in itself. Manish Nachnani 2
  3. 3. Future of the Nation Highest GDP growth Ever increasing per capita income Move towards westernization The generation of “Fast Food” and “Cough potatoes” Move from traditional gaming to online gaming If trend continues the future looks scary . We have more fast food stores in the country than the wellness centers and gym . Manish Nachnani 3
  4. 4. Games – Universal part of culture  Games are beyond the divide of  Rural and Urban  Sex  Age  CountryA person in urban India will playaXbox game ,while in rural India willplay a gilli danda. Manish Nachnani 4
  5. 5. Introduction to Gamification Gamification The art of converting a routine process (personal/business/health ) in a game like format coupled with rewards and recognitions is called gamification. Example – Say if regular medication for chronic diseases is converted in a game and patient adhere to taking medication on time , wouldnt it help them. Similarly at ground level – Sanitation , Hygiene can be taught using power of games. Manish Nachnani 5
  6. 6. Potential segment for Gamification Everyone who has a mobile phone How many people in India have a mobile phone ? Key segment  Youth  College students  Corporate sector employees Example – If a school/college starts a regime , if your BMI is really high and if you reduce it , they will give you additional 10 marks , the parents in India will ensure that their “Golu molu” healthy kid turns fit . 6
  7. 7. Why does “Gamification” work Gamification leverages human emotions and behavior  Recognition  Rearwards  Competition  Cooperation  Peer pressure  Games are the biggest source of learning and information Example – How about a gym members ship that’s FREE , and you only pay a penalty if you miss on some day or don’t do a scheduled work out . 7
  8. 8. How Gamification helps Gamification creates an environment of community It brings together friends and families Creates a social infrastructure to perform Leverages human emotionsThe toughest of the tasks can be achieved with ease usinggamification  Reduce obesity  Changing lifestyle  Taking medicine on time  Doing regular health checkups  Doing regular glucose/ hypertension checkup 8
  9. 9. Integrating health – social media andgamification Games for health is emerging trends Flood health games on all platforms –iPhone, android. Games work because of peer pressure friends and family . Lets add social media to this Social media in more than one ways creates a traditional gaming environment for young India. Linking rewards from friends and family , conversation and feedback. Manish Nachnani 9
  10. 10. Example of Gamifications Lifestyle changes Weight loss Chronic disease management Medication adherenceBehavioral change is toughest . Gamification & SocialMedia can achieve this. 10
  11. 11. Example of Gamifications 11
  12. 12. Kinnect for Healthcare 12
  13. 13. Future is Gamification Natural Human Interface- The need of Healthcare Kinect for physiotherapy Kinect for medical simulation Kinect in Operation theaters Kinect to treat autism Kinect to conduct “TELEMEDICINE”Looking to see an “Indian Hospital” be theleaders in adopting Kinect. Manish Nachnani 13
  14. 14. Questions Manish Nachnani 14